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2016

STUDENT COMPANY BUSINESS


PROPOSAL SCHOOL OF CREATIVE
TECHNOLOGIES

BLAST RADIUS GAMES | 3 Cotterage House, Blackfriars Road,


Portsmouth, PO5 4LR

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BLAST RADIUS GAMES | STUDENT COMPANY BUSINESS PROPOSAL
SCHOOL OF CREATIVE TECHNOLOGIES, UNIVERSITY OF
PORTSMOUTH
PA RT O N E :

THE BUSINESS
OVERVIEW
The Concept:
Blast Radius Games is an Independent Games Development Studio, which will be
developing industry standard, career building and niche games to help hone the
skills and capabilities of everyone involved in the team, giving them the best
possible chances of success upon leaving the University of Portsmouth.
The ethos of Blast Radius Games can be broken down into two goals;
1. To create industry standard portfolio pieces that can be showcased to
employers.
2. To create industry standard games that could be sold or distributed.
To meet both these goals well be taking a carefully planned approach that willallow
us to create a variety of smaller game projects thatll be easier for us to achieve, as
well as giving us a chance to showcase our ability to work on a wide range of
platforms, technologies, designs, styles and concepts.
A wide understanding of multiple genres and technologies, as well as being able to
potentially reach a wider market share with our projects, is exactly what employers
seek in potential candidates.

Progress so far:
Blast Radius Games has been busy with the development of our initial Game
concept, and has been holding regular weekly meetings to help solidify the concept
of our flagship project, Project Square Mountain, as well as having our design
reviewed by our peers and lecturers throughout the whole process.
Throughout this time weve built and maintained a Game Design Document online,
where all members of the team can pitch in with their ideas, add additions or
comments to help clarify aspects of our game, or to design and submit new ideas as
well.
Weve also secured a much of the technological and artistic aspects of Project Square
Mountain, such as the confirmation of Unreal Engine 4 as our Game Engine, Blender
as our main 3D Model assets production tool, and various other technologies have
already been chosen to ensure that everyone is well prepared to make use of these
tools.

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BLAST RADIUS GAMES | STUDENT COMPANY BUSINESS PROPOSAL
SCHOOL OF CREATIVE TECHNOLOGIES, UNIVERSITY OF
PORTSMOUTH

Our experiences:
Throughout the design weve constantly had to re-evaluate the processes weve
used to handle both the Game Design, as well as the Company Management.
Through this we have managed to build a strong internal understanding of an
approach that suits the team.
Due to having adapted our own approach to suit each and every member of the
team, been able to finalise a system that allows us to build upon the wide and
extensive range of knowledge and experience that each member brings to the team,
from the vast array of opportunities each member has had both in and out of
university.

The next steps:


As Blast Radius Games continues to move forward over the coming months much of
the technological and system development required for a basic demonstration will be
completed, as well as the development for art assets production, including concept
art, box art and the soundtrack, which soon allow us to showcase a Technical
Demonstration of Project Square Mountain.
Looking beyond the next few months, and into the placement year itself, the team
will begin development of our flagship project Project Square Mountain as well as
various other smaller projects.
Weve also looked into the capability of attending the Southern Independent Games
Network (S.I.G.N.) conferences and networking opportunities, which will allow us to
showcase our work and build anticipation for the release.

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BLAST RADIUS GAMES | STUDENT COMPANY BUSINESS PROPOSAL
SCHOOL OF CREATIVE TECHNOLOGIES, UNIVERSITY OF
PORTSMOUTH
PA RT T W O :

THE AIMS &


OBJECTIVES
End of the Year:
Blast Radius Games aims to ship several game projects into the market by the end of
the placement year, reinforcing the strength of our portfolios, as well as potentially
bringing in a source of income to ease the financial commitments of everyone within
the company.
We also intend to have built public reputation for the company, as well as those
participating within the company. Making use of the Creative Technology TV Station,
as well as Social Media, and Online Forums, we hope to build a positive and creative
image for each member, as part of the Game Development Community.
Beyond the portfolios and publication of our companies projects, we want to ensure
that every member of the team is fully prepared for the realities of working in one of
the most creative, and demanding industries to date. By the end of the year every
member of the company will be fully prepared to tackle not only the challenges of
employment upon leaving the University of Portsmouth, but also have a much
stronger understanding of their field of study, to help with their final year studies and
dissertation.

Resource needs:
Blast Radius Games has committed to ensuring that its resource needs are as
minimal as possible, without it compromising the potential success of the company.
Because of this weve taken the approach of using free software and services where
available, and have begun to train and utilise these within our work.
However, the most vital resource for Blast Radius Games is without doubt; Office
Space.
Because of the creative nature of Game Development, we need to have a means of
constant communication, as well as supervision to ensure that the design of our
projects is not being misinterpreted. We would also need to develop the office space
into a Creative Environment, where the team can feel the commitment to work on
projects they enjoy, without it invading their personal space.
To ensure that Blast Radius Games can operate, weve also developed a second
financial plan that will be utilised in the event that the financial implications of
operating office space is too costly.

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BLAST RADIUS GAMES | STUDENT COMPANY BUSINESS PROPOSAL
SCHOOL OF CREATIVE TECHNOLOGIES, UNIVERSITY OF
PORTSMOUTH
You can find all of our resource needs and both financial plans in the Finance section.

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BLAST RADIUS GAMES | STUDENT COMPANY BUSINESS PROPOSAL
SCHOOL OF CREATIVE TECHNOLOGIES, UNIVERSITY OF
PORTSMOUTH

Our view of success:


For Blast Radius Games success would be the creation of a variety of projects, which
would allow everyone on the team to showcase their expertise on their portfolio. Our
priority is to spend the year building a platform for everyone to launch themselves
into the Gaming Industry, and for that to succeed we need to complete a variety of
games that present a wide range of skills, knowledge and talent.
Beyond the completion of our projects, the sale and distribution of our games would
constitute a monumental achievement, as it would help reinforce the portfolio, and
help create a positive reputation for everyone involved in the project, as well as
bring in a potential source of income to help alleviate the financial commitments
Blast Radius Games has.
Our objective for the year is to ensure that everyone gains the invaluable experience
and knowledge from working in a real game development environment, but with
that, any further success such as the successful distribution and sale of our games
would also reinforce the experiences and understanding that comes with launching a
successful game.

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BLAST RADIUS GAMES | STUDENT COMPANY BUSINESS PROPOSAL
SCHOOL OF CREATIVE TECHNOLOGIES, UNIVERSITY OF
PORTSMOUTH

PA RT T H R E E :

THE MARKET
Target Audience:
Due to the double variations in our desires, our target audience is built primarily on
employers, allowing them to easily and quickly get access to the various projects, as
well as having them distributed via the Steam service with an emphasis on those
interested in Indie Dev Games.
Our goal is to have the various projects sold for a low cost, and so will work strongly
with the cheap, easy, and enjoyable Indie Dev Market. The emphasis is on
delivering an enjoyable experiences to a wider range of individuals by developing
several smaller projects, allowing us to read a broad audience that fits within the
category of Indie Dev and Student Dev.

Our Research:
Much of our research has been conducted on personal and external reflection of our
design(s), as well as taking an honest look of the current Indie Dev market. Much of
the market is currently filled with small teams, consisting of 2 3 developers, where
their games are often partially developed with placeholder or purchased assets.
Reviewing a wide variety of games, such as Magicite, No Another Zombie Defence
Game and [ADD], we feel that our research and understanding of the market is
strong enough to work on various game projects thatll allow us to deliver not only
realistic, credible and enjoyable games, but also allow us to make a substantial
impact on the expected quality and design Indie Dev games.

Our Potential:
Due to the unique art style, the popular game genre, our simple yet engaging
mechanics and our low price we genuinely feel that Blast Radius Games & Project
Square Mountain have a lot of potential to make an impact within the Indie Game
Development Community.
Combined with our determination to make a strong name for ourselves within the
gaming industry, and our past experiences with managing teams, creative work and
collaboration, Blast Radius Games is set to make several truly engaging and
promising games.
Project Square Mountain itself has a lot of potential, having been thoroughly
designed and stripped back of any potential delusional content, to ensure the very

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BLAST RADIUS GAMES | STUDENT COMPANY BUSINESS PROPOSAL
SCHOOL OF CREATIVE TECHNOLOGIES, UNIVERSITY OF
PORTSMOUTH
best can be delivered. Weve also ensured at all times weve questioned our design,
and as a result, weve earning positive peer review from lecturers and colleagues.

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BLAST RADIUS GAMES | STUDENT COMPANY BUSINESS PROPOSAL
SCHOOL OF CREATIVE TECHNOLOGIES, UNIVERSITY OF
PORTSMOUTH

PA RT F O U R :

THE FINANCES
Product Pricing:
To support the company throughout the year, Blast Radius Games aspires to sell our
various projects throughout the placement year, including our flagship project;
Project Square Mountain via Steam. The intention is to utilise the Steam
distribution network to ensure we have access to a vast number of potential clients,
for which we can categorise and place our projects right in front of potential players.
Sale Platform:
Standard Price:
Holiday Price:
Steam Cut:
Total Cut:
Total Profit:

Steam
1.70 (Per Unit)
1.00 (Per Unit)
40% (Suspected)
0.70 (Suspected)
1.00 (Per Unit, Suspected)

Profits & Overheads


[Graphs / Charts to confirm]

Pricing Structure
The nature of our project design, as well as the pricing structure is to make the game
simple, quick and easy to buy. A low cost game that intends to ship many units to
generate a small income is the core ideal of sending our game to market.
Many of our competitors within the same market often choose to operate an ingame store, and offer the game itself for free. By pricing our game initially, but
operating no additional costs, our customers will know the extent this game will
financially cost them from the very moment they purchase, and will not play on the
impulse to purchase additional items which often leads to negative feedback and
reviews.

Investment:
Blast Radius Games has no internal or external investment, excluding the initial sale
of company Shares. This may change, to allow us to search for investments, loans or
grants available to Blast Radius Games should the situation arise where such need
for a cash injection is needed.

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BLAST RADIUS GAMES | STUDENT COMPANY BUSINESS PROPOSAL
SCHOOL OF CREATIVE TECHNOLOGIES, UNIVERSITY OF
PORTSMOUTH

PA RT F I V E :

THE TEAM
Alec Weekes Director & Producer
With strong industry experience as a Lead Technical Director for an international
publishing company, Alec Weekes has a strong understanding of team and project
management. Bringing this experience to the team will ensure all aspects of
business management are kept on track and to the highest standard.

Lewis Banks Director & Lead Artist


Lewis Banks will be leading the Art Team, ensuring the standard of quality, timetable
of art asset production and artistic design suits all of the project designs. With his
strong design and artistic focus Lewis is the ideal person to take control of the art
design.

Thomas Mackie Director & Lead Programmer


With the plethora of experience as a programmer and developer, Thomas Mackie is
the perfect candidate to take the lead on the programming and technical aspects of
our projects, with his experiences from various units and projects both inside and out
of the university.

James Proudlove Game Programmer


With a strong passion for programming, game development and software
engineering, James brings a monumental amount of potential and experience to the
team, offering a large range of knowledge in our game engine of choice.

Dominique Sharp Game Artist


Offering a wide range of artistic designs, and being able to work under pressure to
create new concepts and genre specific art, Dominique has demonstrated time and
again the capability to work in a truly creative environment, and will be will a
valuable asset to the company.

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BLAST RADIUS GAMES | STUDENT COMPANY BUSINESS PROPOSAL
SCHOOL OF CREATIVE TECHNOLOGIES, UNIVERSITY OF
PORTSMOUTH

PA RT S I X :

THE PARTNERSHIP
Company Ownership:
Blast Radius Games is pending Limited Company status.
Alec Weekes will hold the position of Chief Executive Officer, owning 40% of the
Shares available.
Lewis Banks will hold the position of Director, owning 30% of the Shares available.
Thomas Mackie will hold the position of Director, owning 30% of the Shares
available.
The company will distribute 100 Shares valued at 1 each to be sold to the Directors,
as Shareholders, upon Limited Company status being issued.

Intellectual Property:
Blast Radius Games retains all rights to any projects created within the company
during the placement year of September 2015 August 2016. A Hand Over
agreement will be available to anyone who wishes to take the various project(s) that
have been created and develop them further outside the company, and this
agreement must be approved by a majority shareholder vote.

Profit & Expense Distribution:


All members of Blast Radius Games will accept that the expected running costs per
month will be distributed evenly amongst all members, and paid into the accounts
needed to ensure operational costs are met throughout the placement year.
Blast Radius Games operates a Profit Sharing Policy that entitles each member of
the company to a specific share of all profits generated by the various projects,
depending on their role within the company and their position within the project(s).
The current Profit Sharing Policy for Project Square Mountain is:
Alec Weekes:
Lewis Banks:
Thomas Mackie
James Proudlove:
Dominique Sharp:
Company Reserve:

20%
20%
20%
15%
15%
10%

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BLAST RADIUS GAMES | STUDENT COMPANY BUSINESS PROPOSAL
SCHOOL OF CREATIVE TECHNOLOGIES, UNIVERSITY OF
PORTSMOUTH

PA RT S E V E N :

THE APPENDIX
Please note that all participants of the Blast Radius Games Creative Technologies
Student Placement Year, are all members of the Computer Games Technology
Course, Level 5.
Alec Weekes
(UP712346)
Lewis Banks
(UP712285)
Dominique Sharp (UP662979)
Thomas Mackie
(UP702927)
James Proudlove (UP701254)
The Company Reserve is an expected total required to continue to operate all
necessary services for Blast Radius Games. As these services no longer become
required, or the running costs of the company decrease so will the amount attributed
to the Company Reserve and the new remaining value distributed to the various
company members.
Student Company Business Agreement:
I, the undersigned, agree in good faith to participate in a placement year of studies
with Blast Radius Games and that I accept the financial obligations of joining the
company. By signing below I intend to participate in the development process of
game development, as well as share in the responsibilities required of both Blast
Radius Games and the University of Portsmouth.

Alec Weekes:

Lewis Banks:

Thomas Mackie:

Dominique Sharp:

James Proudlove:

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